Spiral Knights is currently under development. Most releases are given summary announcement from one of the developers.
2011-03-25
From the Release Notes:
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Today's release was mostly lots of bugfixes but also included:
- Shields are now much better at blocking status damage
- Damage numbers can be toggled on via the options menu (press Esc)
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2011-03-24
From the Release Notes:
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We will be doing a release tonight that is mostly bug fixes and a lot of behind the scenes stuff but also includes the following:
- Combat no longer has numbers. When monsters are hit you will now see a visual indicator for power and effectiveness:
- A dull gray flash means that the monster is highly resistant to the damage type
- A bright blue damage flash means the monster has average resistance to the damage type
- A golden flash with stars means the monster is weak to the damage type
- The size of the flash tells you about how hard you actually hit the monster. The more health you remove, the bigger the flash.
- The penalty for falling in combat is now illustrated via heat falling out of you. If you revive, you will see it return to you, but if you quit, the heat fizzles out.
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2011-03-23
From the Release Notes:
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- We've streamlined the Adventure Board to make it easier to join or start a party.
- Now when frozen, you will receive damage if your freeze block is broken early, instead of if the freeze time runs out
- Hearts will now disappear after 90 seconds
Bugfixes:
- Fixed Mecha Knights from spawning outside walls/doors
- Fixed Quicksilvers from spawning in Poison levels instead of Toxigels
- Fixed various broken Clockwork levels
- Fixes and more rebalancing to various equipment
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2011-03-22
From the Release Notes:
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We did a small bugfix release tonight that included mostly behind the scenes stuff. Though there was some fancy new loading screen art added!
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2011-03-21
From the Release Notes:
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We did a release tonight that contained the following:
- Jelly and Demo series gear now has fancy new art!
- Fixed a couple armor stat errors (helms that were missing penalties the matching armors had, and so on).
- Added a few new inventory icons for materials and armor.
- Fixed Trojan immunity to status damage
- You can now toggle off player names in the options menu
- Fixed a bug where gold keys could land behind gold doors
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2011-03-18
From the Release Notes:
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We will be performing a release shortly that includes some preparation for our Power Surge Weekend.
Also included:
- There were a few adjustments to phantoms that should make them more forgiving in tier 1 and 2.
- Special bonuses on armor and helms were increased on 5* items.
- Status resistances on armor and helms have been generally increased.
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2011-03-17
From the Release Notes:
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We will be performing a release tonight that includes the following:
- We've simplified the columns in the Arcade. Instead of giving you a read out of mineral ratios they now show the current theme of each stratum to give you a quick 'at a glance' look at what is being built.
- Lieutenant Feron has shown up for duty in the Arcade and will provide an overview of your mission as well as present new players with the objective of reaching the first terminal in tier 1.
- Chief Geo Knight Wegner has reported for duty and relieved the arcade assistant. Wegner will give you a basic overview of how minerals work and (soon) an advanced lesson on gate creation.
- Required ingredients are now shown on recipe tooltips.
- The damage values shown when attacking monsters will vary based on if the special attack types are effective against that monster (bigger numbers if the monster is weak to the damage, smaller if they are resistant)
- Fixed a bug where damage bonuses were not showing up on armor/helmet/trinket tooltips
- More rooms and monsters were added to the deconstruction zone as well as some refinement to the size of the rooms
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2011-03-14
From the Release Notes:
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A pretty small release tonight in prep for something very big tomorrow (what could it be????)
- Rocket puppy rockets should now home on their targets.
- Mecha knight bodyguards will now be sure to catch up with you.
- Collision on shard bomb bullets has been fixed
- The gate building recipes were altered a bit. We apologize if this resulted in themes being switched on in progress gates. The good news is that now everything is equally balanced.
- Shops now have limited stock for many items (typically over 1*).
- Lastly, we branded the game with our new official logo!
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2011-03-11
From the Release Notes:
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We will be doing a release tonight that includes the following:
- Armor and helm depth scaling is now much balanced. You should see much better results by using tier appropriate armors in tier 2 and 3
- Hearts are now locally available to each player in a party. If a heart drops, every part member will have the opportunity to get it.
- Health respawn pads now heal you as you sit on them.
- Your character panel should now display your total combined stats for each configuration of gear and weapons.
- Trojans will hurt you again.. Vacation's over.
- Spikes no longer damage monsters.
- Poison no longer inverts monster regen, it simply prevents it from occurring. If a monster is healed by another while poisoned, it will still take damage.
- Red Rovers no longer damage other monsters
- Bullets should no longer go through blocks.
- New rooms for deconstruction zone and devilish drudgery levels
- Kleptolisks now appear in treasure vaults - hold on to your loot!
- Fixed Trojan Ghost Block bug in firestorm citadel smoldering steps
- Phantoms in Tier 1 no longer curse you
- Many items recipes have had their ingredients updated to add in the new status-based items and balance out the occurrence of some of the higher end materials
There are some pretty significant item and stat related changes as you can see, so please give us good feedback on game difficulty in each tier and the current feel of combat. Thanks!
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2011-03-03
From the Release Notes:
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We will be doing a release tonight that includes the following:
- When hit while charging any weapon you will no longer have your charge broken. Instead your charge meter will be set back a fixed percentage, merely slowing you down.
- Fewer status type monsters will appear in all Tier 1 levels. For example, in a fire themed level, when monsters spawn there will be a selection of normal and fire monsters. This was done in order to reduce the difficulty of Tier 1.
- Translation errors on some levels have been fixed.
- Lots of new armor art has been completed:
- Lots of other minor bug fixes.
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2011-03-02
From the Release Notes:
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We will be doing a release tonight that includes the following:
Monsters are now weak, neutral to and highly resistant to one of each of the special damage types. You should see much better damage output against the neutral defense than before.
- Higher tier items in lower tiers will always perform a little better than tier appropriate items.
- Shields can no longer block status damage as it happens. For example, if you are on fire, blocking with your shield will not block the damage you receive from the fire.
- Fixed dual damage type damage imbalance.
- Shields are now more resistant to status-based damage. Use those shields!
- Characters will now receive emails from Spiral HQ as they progress through the game. Currently this can be seen upon arriving to the Rescue Camp, Haven Tier 2 and 3 for the first time. In some cases, a new 'mist tank' is awarded that refills your mist meter.
- Phantoms now stalk the graveyards! Graveyards are now finally the scary, terrible place they were always intended to be, with phantoms stalking players over time. Phantoms act like players in their attack style, can travel through walls, across chasms and can never truly die. They are bad news.
- You can now change your equipment at clockwork terminals.
- As always, lots of bugs were squashed.
Let us know what you think in the forums!
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2011-03-01
From the Release Notes:
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We will be doing a (mostly) bugfix release that among other things includes:
- Bullets will no longer pass through force barriers
- Mecha Knight bodyguards will warp to party pads
Some non-bugs that were also included:
- Added an auto sell button to the mineral deposit box. Auto sell will sell all of your minerals across multiple stratums at whatever is the current best price for each mineral.
- Monster defenses for special damage types that they were previously 'resistant' to (as seen in this thread: http://forums.spiralknights.com/node/1488) have been reduced.
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2011-02-28
From the Release Notes:
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Greetings! We are doing a release tonight that brings with it lots of changes, so please read the following notes.
**Many of these new features are still in development! Please be aware that there may be missing components to new content, lack of information, etc.**
There is an all new gate creation system
This new system offers much greater transparency into gate creation and how minerals generate levels. When depositing minerals, players will have the option of depositing them into different groupings of floors, called 'stratums.' There are two stratums in every tier. The 'default stratum' is always preselected upon opening the deposit interface.
You are now paid in crowns for every mineral deposited. However, opting not to deposit in the default stratum will probably cost crowns per mineral for the privilege of depositing into deeper stratums earlier.
You can also 'boost' the payouts mineral types in stratums to encourage other players to deposit the minerals you want.
Stratums have themes
As you deposit minerals into each stratum, you will see the 'theme' of that stratum change. The theme dictates what kinds of levels will be created.
Many new levels and monsters have been created to support these themes. They will be further fleshed out as we continue to develop this new feature.
Status conditions have changed
Status conditions are undergoing some changes. Here's what's different so far:
- Freeze now lasts for a long time and breaks on a single hit. It is intended for crowd control on monsters. If the ice breaks naturally, the target receives some damage.
- Shock now prevents monster movement and damages other targets around it on spasm intervals.
- Fire damage has been decreased.
- Poison now damages monsters when they are healed and gives an attack and defense debuff.
- A bug with curse has been fixed
An important notice regarding exploits:
Over the weekend, a bug was discovered that some players exploited. Those players have been banned.
Please remember that the purpose of this preview event is to give us good feedback and help us improve Spiral Knights. Helping us discover exploits and reporting them- good. Discovering exploits and using them to damage the game- bad.
Other additions:
- Some monster defenses have been altered.
- Loading screen images have been added
- The core approach terminal has changed
- As always, lots of random bug fixes
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2011-02-24
From the Release Notes:
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A very small release today with all under the hood stuff save for adding some stats in the tooltip for shields.
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2011-02-22
From the Release Notes:
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We did a small bugfix release today that included allowing chat at the elevator advancement screen and some balance to sword stats.
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2011-02-17
From the Release Notes:
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A small bugfix release where a few new features have crept in:
- The item tooltip bonus pills should once again be showing the correct information
- You can now make Credit Card based energy purchases securely from within the game without needing to head to the Spiral Knights Energy Depot website
- Successful trades will now show the full trade contents in your chat
- If you're logged into the website and start the game from your browser, you will log into the game automatically
- You can attach your Facebook account to your game account and authenticate using your Facebook login
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2011-02-14
From the Release Notes:
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We will be doing a release today that includes the following:
- The Royal Jelly has been made a bit more difficult. Please let us know what you think in the feedback thread: http://forums.spiralknights.com/node/1293
- Many weapons have received wonderful new art! (I'm partial to the Cold Iron Vanquisher)
- Lots of bugfixes, as always.
Happy Valentines Day!
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2011-02-11
From the Release Notes:
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We did a release today that included the following:
- We added a new Uplink interface that has three tabs:
- The News tab will let you know what's going on in the game and display special promotional offers.
- The Mail tab allows users to send mail to each other. Please give us your feedback! More features, including the ability to send items are on the way.
- The Invite tab allows you to manage and send invitations to join Spiral Knights.
- The Royal Jelly Palace is coming! The next gate created should contain a slimy palace that is home to a Royal Jelly, royalty within the slime family and our newest boss.
- Tokens are live! All bosses now drop special tokens that can be exchanged at the token trader in every town for special items. Get some!
- As always, plenty of bug squashing.
Updates on other features NOT included in this update:
- The Core is taking longer than expected. We want it to be really special so we're holding off on it for this release.
- We're currently working on a whole new way to build gates that will offer much greater transparency into the underlying system as well as create a more varied overall experience. Some things are in the works that should make the Clockworks a much more interesting place for everyone. Stay tuned!
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2011-01-31
From the Release Notes:
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We're individually shutting down and restarting the server peers in order to upgrade their operating systems. You will be able to continue playing, but you'll be moved between peers as they're brought offline. The process will be completed shortly.
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2011-01-28
From the Release Notes:
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We're doing a quick web server maintenance today January 28th from 3:30pm to 4pm Pacific Time.
This will affect the forum here, the Wiki and the website. But not the game itself.
Sorry for the inconvenience folks!
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2011-01-26
From the Release Notes:
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We have added another payment option: Mobile Phones.
How to use:
Enter your mobile phone number, reply Y to the text message you receive to confirm, and you'll get the Energy delivered to your account!
Note:
Boku's Paymo service cover a large amount of countries and phone service providers, but not all are covered.
Phone service networks charge fees for these kinds of services, so the cost per Energy will be different from other payment options.
Problems?:
If you run into problems with this please see Paymo's Support Center for standard problems. And if you believe the issue is on our side please contact us via billing@spiralknights.com.
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2011-01-24
From the Release Notes:
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We will be doing a small bugfix release today that, among other things, includes a peering issue and the HUD locking feature.
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2011-01-21
From the Release Notes:
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We will be doing a release today that includes the following:
- You can now lock your HUD in dungeons by clicking the small lock icon in the top left corner of the HUD or by pressing the tilde key. In order to unlock it, you must press the tilde key. This key can be remapped in the options menu.
- If kicked from a party you will now carry on solo rather than be booted back to Haven. This feature is still undergoing testing, so please be on the look out for bugs and report them if found.
- Many shields have undergone a visual makeover and now have unique art! More on the way.
- Many of the custom levels have undergone a few tweaks to balance difficulty and include a few new components like energy doors.
- As always, lots of bug fixes.
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2011-01-14
From the Release Notes:
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We did a small release today that fixed a few bugs and added some polish to the social panel and market interface.
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2011-01-12
From the Release Notes:
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We will be doing a release tonight that includes the following:
- The social panel has received a major upgrade, and now has a host of new features including online and offline friend and guild tracking and click tells.
- The vendor interface has also been upgraded and now resembles an arsenal. It should be much easier to use.
- The Arcade Assistant now has handy images to help explain the Arcade. Let us know what you think!
- The bug that was causing hallways to be cut off should be fixed, please let us know if you encounter it.
- The stun locking combo bug should also be fixed.
- Idle time in dungeons has been increased to 10 minutes.
- Windows 7 full screen crash bug should be fixed.
- As always, lots of other misc. bugs.
Coming soon:
- Boss tokens, shops and THE CORE!
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2011-01-06
From the Release Notes:
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Small one - We fixed the bug with the instant button for selling energy.
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2011-01-05
From the Release Notes:
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We will be doing a release today that includes the following things:
- As mentioned in my previous post, the gate passes required to access more advanced tiers from the Haven Arcade have been removed. A player will still need the appropriate Tier Clearance to access each tier from Haven, but no longer needs to work their way through each tier of each gate from Haven. The current Gate Pass table in the Progress tab of the character panel will remain, albeit slightly tweaked as a handy tracker of tiers you have yet to explore on each gate.
- Danger Rooms are back! Every Clockwork Tunnels level has a chance of spawning an optional danger room, identified by the red skull recon module located in front of them. A Danger room locks a party inside and forces them to survive in order to gain access back out, but if victorious, the party is rewarded with a lots of treasure. Danger rooms are tough, please enter at your own risk.
- Treasure blocks now contain a lot more treasure variety, including many more 'whole item' loot drops like weapons and gear.
- The exchange has undergone a few changes to it's UI that should make things a little clearer for everyone.
- The holidays have officially left the Clockworks, with holiday hats removed from treasure blocks and monsters.
- Improved silkwing targeting (the healing moth-like monsters)
- And as always, lots of bugfixes
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2010-12-23
From the Release Notes:
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- Fixed a bug with copying and pasting text containing carriage returns into chat
- Spans of whitespace in chat are now collapsed into single spaces
- Fix for dragging helm/armor within arsenal (had been causing "Unexpected error" messages)
- Elevator fix
Happy holidays!
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2010-12-22
From the Release Notes:
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- Translation fixes for items, recipes
- Fixes for party splitting
- Item tweaks
- Additional information added to progress display
- Entering subtown lobby from Haven takes you to the interior start pad (assuming you have tier access)
- Dialog fixes
- Scene tweaks/fixes
- Full health restored on reaching subtown lobbies
- Tweaks to energy exchange dialog, including one-button instant trades
- Fix for certain graphics cards' being unable to display new gate map background
- Adjustments to difficulty (lower tiers now have higher difficulty but greater reward for advanced players)
- Health bonuses scale by tier
- Fix for HUD's sometimes disappearing on reconnect
- Monster tweaks
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2010-12-21
From the Release Notes:
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- Subtown change as documented here
- "Free for All" loot distribution mode changed to "Random"
- Tweaks to materials, items
- New equipment descriptions
- Recipe fixes
- Fix for mapping controls to triggers on X-Box 360 controller
- Fixes for monsters' attacking each other
- Maintain a members' health if they leave and rejoin the same party
- Fix for players' being pushed out of scenes
- New party splitting interface
- Interface fixes
- Tweaks to spikes (warning before activation)
- Changed all health refill stations in Terminals and Battle Arenas to large hearts
- Battle Arenas no longer open before all monsters are dead
- Firestorm Citadel tweaks
- Holiday cheer
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2010-12-13
From the Release Notes:
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We will be doing a bugfix release today to fix some issues:
- Vendor stock bug resulting in swapping items at purchase
- 5* recipes now cost 16,500 crowns
- Bramble no longer damages monsters
- Some weapon damage adjustments
- Various recipe ingredient fixes
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2010-12-10
From the Release Notes:
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Some big changes to shops are included in today's release as well as a new addition to the Coliseum:
- The Haven Bazaar's merchants now have a random stock of goods that changes every day and is unique to each player. Check in every day for rare items just for you!
- A new merchant, the Spiral Quartermaster is located in the southwest end of the Haven Bazaar. The Spiral QM reliably sells special Spiral gear, weapons and recipes with 'average' stats that allow you to be competitive in each tier. The Spiral QM will become much more prominent in the future as we direct your experience more towards acquiring the right gear to compete in each tier.
- Coliseum events now reward the weekly top player (as seen from the leaderboards) a special costume reward. For Super Brawl, it is a fantastic golden crown! The winner is chosen Mondays at midnight PST (i.e. late Sunday night). The reward costume expires after 7 days, when a new winner is chosen.
- Firestorm Citadel has new content in its levels. Look out for terrible siege wheels that will flatten you if you're not careful! More developments on these levels will be coming soon. Use the balls of water to extinguish the columns of shadow fire!
- 5 Star items are finally here! You can find recipes to build them from traveling merchants deep within the Clockworks or as rare 'drops' in your daily recipe stock from the Haven recipe vendor.
- Traveling merchants in Clockwork Terminals have many new recipes that can show up.
- Elevators now have handy buttons allowing you to return to Haven at any time and cash out your heat or continue down into the depths of the Clockworks. Parties can now split up at any time, allowing players to end their experience when they please.
- Various recipe related bug fixes
Coming soon (not in this release):
We're working on some neat new features that will better direct players to the content that's appropriate for their gear as well as making some changes to sub-towns that will turn Haven back into the home base of all players. We will also be updating trinkets and added new ones. Stay tuned and thanks for playing!
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2010-12-08
From the Release Notes:
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We're going to do a release tonight, here's what it will include:
- The mini map now displays points of interest, such as elevators and gold doors. Once you have 'seen' these things, they will be added to your map. This should be especially helpful in open levels like the Deconstruction Zone.
- The freeze status condition was not working properly, this has been fixed. Freeze away!
- A few recipe bug fixes
- Some tweaks to the PVP scoring
- Fixed a trade bug
- A few new crafting materials
Coming soon in a future release:
Lots of new recipes and items, including the arrival of 5 star weapons and gear!
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2010-12-07
From the Release Notes:
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- Changes to item scaling as announced in previous post
- Fixes for random dungeon generator
- Fixes for treasure blocks
- Revive fix
- Item spawn tweaks
- Fix for Trojan
- Tweaks to Deconstruction Zone
- Recipe tweaks
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2010-12-02
From the Release Notes:
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- Devilite throws go over low walls/edges.
- Weapon damage scaling.
- Tweaks to Deconstruction Zone.
- PVP leaderboards.
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2010-12-01
From the Release Notes:
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- Star value fixes.
- Fixes for wolvers.
- Daily points tracking for PVP.
- PVP post-game display fixes.
- Gate construction tweaks.
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2010-11-30
From the Release Notes:
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- Translation fixes.
- Fix for actor spawns.
- PVP fixes.
- New "Super Brawl Ultimate" PVP mode: no gear restrictions, costumes allowed, 5000 crowns to sign up.
- Scene fixes.
- End-of-game report for Super Brawl.
- Recipe tweaks.
- Experimentally, the Windows installer now disables desktop composition on Vista/7 for better compatibility/performance.
- Items should be displaying as Level 10 now when they've maxed out heat
- There should be no more problems with missing waves of enemies when you're stuck inside monster doors
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2010-11-24
From the Release Notes:
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- UI tweaks.
- Translation fixes.
- Zombie fixes.
- No climbing on the PVP terminal.
- Fixes for explosive blocks/traps/hazards.
- Gremlin adjustments.
- Cost for revives capped at 1000 (per player).
- Heart/coin drop fixes.
- Gravity bomb fix.
- Loot drop tweaks.
- Item use animation fix.
- New danger level indicator.
Happy Thanksgiving!
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2010-11-23
From the Release Notes:
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- An early version of our competitive games space, the Coliseum is now available to test! The first game, Super Brawl can be accessed via the Coliseum terminal located in all Arcades. Coliseum games require crowns to enter, with the winner taking a share of all entrance fees. Each Coliseum game is divided by tiers.
- Vitapods are now automatically picked up if they are better than what you have. To drop them, drag and drop the one you have equipped out of its slot.
- Monster health is now reduced when soloing and in a party of two. It increases slightly with three and four players.
- Many more items are available in the Haven Bazaar. Please note that all art is not complete for these items and you may see redundancies with models and textures.
- Hazard damage has been fixed, watch out for those spikes!
- Heart drops now come in larger sizes and we have changed their spawning mechanism. Please give us feedback on the rate at which hearts drop.
- Some monsters have new art to denote tiers.
Higher level monsters should no longer spawn many levels in advance.
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2010-11-22
From the Release Notes:
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- Item and monster rebalance as detailed in previous post
- Friend limit increased to 250.
- Fix for the elevator's raising its gates early
- Fix for targeting dead monsters
- Tweaks for gate construction
- Zombie fixes
- No "returning" to Haven from Rescue Camp
- Removed limit on text for bug reports/suggestions
- Tweaks to remove/scale back effects for medium/low detail settings
- Material fixes
- Translation fixes
- Town pass costs decreased
- Reenabled chat messages for shortcut-able emotes
- Show minimap arrows for out-of-view players in towns as well as dungeons
- Gates now rotate at eight o'clock pm (PST)
- Various other tweaks/fixes
Expect more updates in the next few days!
New Vitapods!
Vitapods have changed in this release. You will now pick up a vitapod, and it will show up on your health bar. You can only hold one vitapod at a time, however the vitapods will get larger the further you are from town. You will be able to swap out your current vitapod for a new one you found in the level. Also, once you've left the lobby, any vitapods you pick up will only increase your maximum health, but not your current health, so you will need to find some hearts to fill yourself up the rest of the way.
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2010-11-08
From the Release Notes:
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- Uniform blur render effect added to sky boxes
- Tweaks to exchange interface
- Tweaks to random level bits
- Do not allow "returning" to town from initial tutorial
- Fixed chat command history
- Added zone instance chat prefix, plus /1 as alias for it
- Fixes for resurrected players
- Don't show "add as friend" in context menu if you're at the friend limit
- Additional item text
- Fix for the infinite loop condition that brought down one of the server peers
- Haven fixes
- Vanaduke fixes
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2010-11-03
From the Release Notes:
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- Tweaks to Tortodrones and Lumbers
- Level 10 added to Fencing Jacket
- Fixed shock resistance for Volt Breaker armor
- Fix for lootless terminal travelers
- Hide the chat entry field after submitting
- Resurrection costs taken from (full) energy tab when available
- Invitation system added for inviting your friends from within the game
- Tweaks to swords
- Fixes for players' getting stuck in certain areas
- Fixes for chat command help
- Tweaks to random level generation
- Tell feedback messages ("You told...") colored blue, like tells
- Fix for weapon text
- Added toggle for "Render Effects," which is disabled by default: eventually we will be adding more advanced graphical effects and those who want to live on the bleeding edge are encouraged to enable this option to help us test them
- Fixed issue with reconnecting after disconnecting (sending you to a different place, removing your progress, etc.)
- Fixed issue with Lichen drops
- Added some code to avoid repeated affliction with the same status condition
- Fix for gates' displayed energy costs
- Change to matchmaking: only add new players within a brief period after starting each level
- Fix for heat levels
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2010-10-28
From the Release Notes:
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New feature:
- Travel passes added, which allow instant travel to recently visited towns for a crown fee
Tweaks, fixes:
- 'Sulfur' is now 'Brimstone' and its star value has been changed to 1
- New materials added to certain monster loot tables
- Some recipes now require new materials
- Fixed a hole in Treasure Vault levels
- Fix for gold keys' not being removed after opening doors
- Tweaks to arsenal/recipe interfaces
- Tweaks to gate displays
- Zone chat is no longer the default; use /zone to address entire town
- Place chat is audible from increased distances
- Clicking energy panel now brings up exchange interface
- Text fixes.
- Save screenshots to desktop rather than application folder
- Windows uninstaller deletes preferences from registry
- "Compatibility Mode" added to advanced video options that prevents use of GLSL shaders
- Fixes for moving items between quickslots
- Fix for adding stackable items to trade window will all slots filled
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2010-10-26
From the Release Notes:
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- Text fixes.
- Fix for gate displays not updating after rotation.
- Lighting fix.
- Don't let poisoned monsters heal.
- Fixed bug with tray times in subtowns.
- Fixed bug with gold key doors deleting player instead of key.
- When creating a party or joining one in the lobby, you're charged when you leave the lobby.
- Reduced gate dormancy range.
- Devilite tweaks.
- Two seconds of invulnerability after resurrection.
- Chat can now be heard from anywhere in the town instance.
- Fix for accidental clicking on resurrection dialog.
- Level generation fix.
- Allow setting 1024x600 resolution.
- Fix for chat displays' clearing when moving between zones.
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2010-10-25
From the Release Notes:
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- Fix for gold key levels.
- Translation fixes.
- Tortodrone, Zombie, and Devilite tweaks/fixes.
- Tweaks/fixes for the new arsenal interface.
- Emote tweaks.
- Fix for certain swords' hurting players.
- Sound fix.
- Minerals added to loot displays at end of gate.
- Fix for repeat fire bug.
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2010-10-22
From the Release Notes:
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- Arsenal/Recipe interfaces updated.
- Text fixes.
- Fix for Gremlin loot drops.
- /poke and /sigh emotes.
- Substantial Gremlin adjustments.
- Fixes/enhancements to randomly generated levels.
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2010-10-20
From the Release Notes:
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- Fixed floor display on friend panels.
- Fixed some errors in the text.
- Fix for being able to unequip helmet/armor.
- Controller fix.
- Fix for dupe issue dropping vials/capsules in scene.
- Fix (hopefully) for "server error" messages on vial/capsule use.
- Effect for when items gain levels.
- Fix for server error messages when trading stacks of items.
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2010-10-19
From the Release Notes:
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- Vial descriptions fixed.
- Guildhall spiffed up.
- Revive-related messages fixed.
- Error related (primarily) to crafting Dusk Drops fixed.
- Fixed bug with dropping vials, etc., when a player leaves the dungeon.
- Controller fixes.
- Added tray display when adding minerals to a gate.
Again, we're inviting more people, so please welcome them.
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2010-10-18
From the Release Notes:
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Mostly bug fixes in this release:
- Solved the issue of the revive window popping up while you're still alive (but only just)
- Solved the issue of the Ash Tails warping outside the playable area of the map
- Fixed seeing a gray armor icon show up when a party member uses a capsule
We're also testing allowing you to run while using a capsule.
Probably some other fixes/changes that I forgot to mention.
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2010-10-15
More economic change, death resolution and more players
From the Release Notes:
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We will be releasing some new stuff today:
- There are and will continue to be changes in the economy as we determine what's best for the game world
- There are new coins, so you will now find crowns in values of 1, 5, 10, 25 and 50.
- You can now compare your own loot against that of a vendor's loot
- There is a new system for when you meet your demise in the Clockworks. Just as before you can wait to receive half the life from another player or wait to have your party (hopefully) make it to the next floor. But now you can also revive yourself and other with energy. The cost to revive increases each time you die but is reset upon reaching any town.
- Some new items have been added to treasure block drop tables.
We will also again be inviting more players to the game this evening. Please give them a warm welcome!
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2010-10-13
From the Release Notes:
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We've just put out a new release to fix two major bugs in the game.
- Shops should now display the correct prices for all items
- There should no longer be a trade bug where you can duplicate items
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2010-10-12
Changes to the economy and Rescue Camp
From the Release Notes:
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Hello!
We will be updating the game today and I wanted to give you a heads up on a few changes:
- The prices of all items are in a state of change. We're working hard to determine the best prices for everything.
- '0 Star' items now exist. These items will be purchasable in the Rescue Camp.
- As a result of introducing a new level of gear, some low level gear has moved up or down in star value. This will affect their heat levels in some cases. You may have lost or gained heat levels but your total heat invested in the weapon has remained the same.
Lastly, we will be introducing many more new players to the game in the very near future. Please give them a warm welcome!
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